I think I would much rather prefer mathematical equation if I find one, because right now all I have is time that the menu has been popping out. I don't have any speed values of anything and I would like it to keep it that way

Robert Penner seems to be the big cheese when it comes to easing equations. His page has links to both of the pages posted by pjt33 as well as a few others. This one is a rather good presentation (space bar advances the slides). I think it was the biggest help when implementing my easing library in Java. One tip: Easing functions become a lot simpler when you realize that they only need one passed parameter (as illustrated here) to make the easings work, namely percentage complete. Something along the lines of:

It takes a bit of deduction at times, but pretty much any easing formula can be made to fit the same basic method signature. From there it's fairly straightforward to construct a modular easing library.

Arthur: Are all men from the future loud-mouthed braggarts?Ash: Nope. Just me baby...Just me.

You could use the cubic root of an increasing value, the value given by the cubic root plateus fairly quickly. you could have a simple for loop for(int i= 0; i < 50;i++) {pos = Math.cbrt(i); update();}

If you want to play around with lots of different easing functions it makes things easier if you define yourself a function class that you can then scale, shift and combine with other functions.Here is an example.Func.javahttp://pastebin.com/mFexrzMHGraph.javahttp://pastebin.com/2bPFcahz

btw. if you use Java 8 you can make your function definitions a lot shorter then in that example.

Of course this will make the calculation slower, but that shouldn't matter for easing animations.

I'm sorry to be asking again, but, I need some kind of equation for explosion. I basically want an equation that would explode at its peak in the first few moments and would gradually increase slow down speed until 0. Any ideas which one I should use?

I'm sorry to be asking again, but, I need some kind of equation for explosion. I basically want an equation that would explode at its peak in the first few moments and would gradually increase slow down speed until 0. Any ideas which one I should use?

You just give particles a 'random' acceleration away from an origin (or apply a force, from an origin) and then simulate drag and gravity.

I agree that particle systems are generally better, but he might be using some kind of single sprite, tweening size/color or something.I guess you could simulate the drag on the expanding edge of the sprite, but at that point...

I don't know what he's trying to accomplish exactly, so I figure I'd go along with the existing conceptual inertia.

You just give particles a 'random' acceleration away from an origin (or apply a force, from an origin) and then simulate drag and gravity.

It would be used for more like light pulse. So it appears really quickly and slowly fades out. Wouldn't be used for the particles themselves.

EDIT-----------Thanks for the replies, for for now I will just stick with hard coded values, since I only have 16 frames to animate. I just coded each value by hand. That looked pretty nicely. I mean, the light goes so fast that you can't really see much. Probably even linear interpolation would be enough.

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